ID:151684
 
I was sitting in my room without any internet as usual, and thought of a grand idea to create a number system for BYOND limited by only your computer specifications.

So I devised a way to do this using map > and a few functions to read through and interpret the number string. Such a step would allow much larger numbers in BYOND and I was curious as to if this would be of much use in the long run to anybody.

I've already got the positive and unsigned integers working, now just adding support for floats and negative integer values.
Tekken wrote:
So I devised a way to do this using map<int,vector<int> > and a few functions to read through and interpret the number string. Such a step would allow much larger numbers in BYOND and I was curious as to if this would be of much use in the long run to anybody.

Ima say no, only because I can't think of any situation where I'd need to use numbers that big. The exception to that would be some absurd space currency (someone else's post lol) and even then I'd just keep a second variable for digits past too big.
In response to AJX
Yea I figured that much. The only thing I worry about the most is if one of these Dragon Ball Z games on BYOND got a hold of such a thing and figured out how to use it. I would rather not see people screaming "PL:3940292042904" on my pager. :P
Most likely the overhead required to perform .dll calls will outweigh any gains.

I think the important question to ask yourself is, "Do I really need almost 17 million possible distinct values for this variable?"
In response to Garthor
Well the overhead is very low for the way I have it set up, but I do see your point there. Guess its time to scratch that project. I wish I knew of a good GUI Framework so I could work on real applications.
In response to Tekken
In response to Tekken
Tekken wrote:
I wish I knew of a good GUI Framework so I could work on real applications.

Qt?